#version  300 es
precision mediump float;
out vec4 color;
in vec2 outCoord;
uniform sampler2D texture1;
//uniform sampler2D texture2;
void main() {

    //    if(outCoord.x<0.5&&outCoord.y<0.5){
    //        outCoord.x*=2;
    //        outCoord.y*=2;
//            if(outCoord.x<0.5&&outCoord.y<0.5){
                vec4  color1 = texture(texture1, outCoord);
                float average = 0.2126 * color1.r + 0.7152 * color1.g + 0.0722 * color1.b;
                color = vec4(average, average, average, 1.0);
//            }else{
//                color= texture(texture1, outCoord);
//                float average = 0.2126 * color1.r + 0.7152 * color1.g + 0.0722 * color1.b;
//                color = vec4(average, average, average, 1.0);
//            }
    //    }

    //    if(outCoord.x>0.5&&outCoord.y>0.5){
    //        color = vec4(0.15,0.25,0.9,1.0);
    //    }


}